Non-fungible token metaverse platform

ABSTRACT

A computing system captures markerless motion data of a user via a camera of the computing system. The computing system retargets the first plurality of points and the second plurality of points to a three-dimensional model of an avatar associated with the user, wherein the avatar is associated with an identity non-fungible token that uniquely represents the user across Web2 environments and Web3 environments, and wherein retargeting the first plurality of points and the second plurality of points animates the three-dimensional model of the avatar. The computing system renders a video local to the computing system, wherein the video comprises the markerless motion data of the user retargeted to the three-dimensional model of the avatar causing hands, face, and body of the avatar to be animated in real-time. The computing system causes a non-fungible token to be generated, the non-fungible token uniquely identifying ownership of the video.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to U.S. Provisional Application No.63/362,179, filed Mar. 30, 2022, U.S. Provisional Application No.63/369,734, filed Jul. 28, 2022, U.S. Provisional Application No.63/362,860 filed Apr. 12, 2022, U.S. Provisional Application No.63/369,735, filed Jul. 28, 2022, and U.S. Provisional Application No.63/382,314, filed Nov. 4, 2022, all of which are hereby incorporated byreference in their entireties.

FIELD OF THE DISCLOSURE

Embodiments disclosed herein generally related to a metaverseenvironment.

BACKGROUND

Recently, non-fungible tokens have become a popular means for users toprotect their content. For example, users are able to use a variety ofplatforms to tokenize their content, such that they retain ownershipover that content. With the tokenized version of their content, the usercan verify and transfer ownership of the content and even profit offtheir content by transferring the tokenized version of their content toother users.

SUMMARY

In some embodiments, a method is disclosed herein. A computing systemcaptures markerless motion data of a user via a camera of the computingsystem. The capturing includes capturing a first portion of themarkerless motion data of the user, wherein the first portion of themarkerless motion data of the user is captured within a thresholddistance of the camera, the capturing comprising identifying a firstplurality of points of the user to focus on. The capturing furtherincludes capturing a second portion of the markerless motion data of theuser, wherein the second portion of the markerless motion data of theuser is capture outside the threshold distance of the camera, thecapturing comprising identifying a second plurality of points of theuser to focus on, wherein the first plurality of points includes atleast one point not included in the second plurality of points andwherein the second plurality of points includes at least one point notincluded in the first plurality of points. The computing systemretargets the first plurality of points and the second plurality ofpoints to a three-dimensional model of an avatar associated with theuser, wherein the avatar is associated with an identity non-fungibletoken that uniquely represents the user across Web2 environments andWeb3 environments, and wherein retargeting the first plurality of pointsand the second plurality of points animates the three-dimensional modelof the avatar. The computing system renders a video local to thecomputing system, wherein the video comprises the markerless motion dataof the user retargeted to the three-dimensional model of the avatarcausing hands, face, and body of the avatar to be animated in real-time.The computing system causes a non-fungible token to be generated, thenon-fungible token uniquely identifying ownership of the video.

In some embodiments, a non-transitory computer readable medium isdisclosed herein. The non-transitory computer readable medium includesone or more sequences of instructions, which, when executed by aprocessor, causes a computing system to perform operations. Theoperations include capturing, by a camera of the computing system,markerless motion data of a user. The capturing includes capturing afirst portion of the markerless motion data of the user, wherein thefirst portion of the markerless motion data of the user is capturedwithin a threshold distance of the camera, the capturing includingidentifying a first plurality of points of the user to focus on. Thecapturing further includes capturing a second portion of the markerlessmotion data of the user, wherein the second portion of the markerlessmotion data of the user is capture outside the threshold distance of thecamera, the capturing comprising identifying a second plurality ofpoints of the user to focus on, wherein the first plurality of pointsincludes at least one point not included in the second plurality ofpoints and wherein the second plurality of points includes at least onepoint not included in the first plurality of points. The operationsfurther include retargeting, by the computing system, the firstplurality of points and the second plurality of points to athree-dimensional model of an avatar associated with the user, whereinthe avatar is associated with an identity non-fungible token thatuniquely represents the user across Web2 environments and Web3environments, and wherein retargeting the first plurality of points andthe second plurality of points animates the three-dimensional model ofthe avatar. The operations further include rendering, by the computingsystem, a video local to the computing system, wherein the videocomprises the markerless motion data of the user retargeted to thethree-dimensional model of the avatar causing hands, face, and body ofthe avatar to be animated in real-time. The operations further includecausing, by the computing system, a non-fungible token to be generated,the non-fungible token uniquely identifying ownership of the video.

In some embodiments, a system is disclosed herein. The system includes aprocessor and a memory. The memory has programming instructions storedthereon, which, when executed by the processor, causes the system toperform operations. The operations include capturing, by a camera,markerless motion data of a user. The capturing includes capturing afirst portion of the markerless motion data of the user, wherein thefirst portion of the markerless motion data of the user is capturedwithin a threshold distance of the camera, the capturing comprisingidentifying a first plurality of points of the user to focus on. Thecapturing further includes capturing a second portion of the markerlessmotion data of the user, wherein the second portion of the markerlessmotion data of the user is capture outside the threshold distance of thecamera, the capturing comprising identifying a second plurality ofpoints of the user to focus on, wherein the first plurality of pointsincludes at least one point not included in the second plurality ofpoints and wherein the second plurality of points includes at least onepoint not included in the first plurality of points. The operationsfurther include retargeting the first plurality of points and the secondplurality of points to a three-dimensional model of an avatar associatedwith the user, wherein the avatar is associated with an identitynon-fungible token that uniquely represents the user across Web2environments and Web3 environments, and wherein retargeting the firstplurality of points and the second plurality of points animates thethree-dimensional model of the avatar. The operations further includelocally rendering a video, wherein the video comprises the markerlessmotion data of the user retargeted to the three-dimensional model of theavatar causing hands, face, and body of the avatar to be animated inreal-time. The operations further include causing a non-fungible tokento be generated, the non-fungible token uniquely identifying ownershipof the video.

BRIEF DESCRIPTION OF THE DRAWINGS

So that the manner in which the above recited features of the presentdisclosure can be understood in detail, a more particular description ofthe disclosure, briefly summarized above, may be had by reference toembodiments, some of which are illustrated in the appended drawings. Itis to be noted, however, that the appended drawings illustrate onlytypical embodiments of this disclosure and are therefore not to beconsidered limiting of its scope, for the disclosure may admit to otherequally effective embodiments.

FIG. 1 is a block diagram illustrating a computing environment,according to one exemplary embodiment.

FIG. 2 is a block diagram illustrating server system of FIG. 1 ,according to example embodiments.

FIG. 3 illustrates an exemplary avatar, according to exampleembodiments.

FIG. 4 is a block diagram illustrating server system of FIG. 1 ,according to example embodiments.

FIG. 5 is a block diagram illustrating server system of FIG. 1 ,according to example embodiments.

FIG. 6A illustrates an exemplary avatar with accessories, according toexample embodiments.

FIG. 6B illustrates an exemplary avatar with accessories, according toexample embodiments.

FIG. 7 is a block diagram illustrating server system of FIG. 1 ,according to example embodiments.

FIG. 8 illustrates an exemplary graphical user interface, according toexample embodiments.

FIG. 9A is a block diagram illustrating server system, according toexample embodiments.

FIG. 9B is a block diagram illustrating server system, according toexample embodiments.

FIG. 10A is a block diagram illustrating interaction between a Web2environment and a Web3 environment, according to example embodiments.

FIG. 10B is a block diagram illustrating interaction between a Web2environment and a Web3 environment, according to example embodiments.

FIG. 11A is a block diagram illustrating a computing environment,according to example embodiments.

FIG. 11B is a block diagram illustrating a computing environment,according to example embodiments.

FIG. 12 is a block diagram illustrating a computing environmentinteracting with server system 104, according to example embodiments.

FIG. 13 is a flow diagram illustrating a method of minting a digitalcontent, according to example embodiments.

FIG. 14 illustrates an example graphical user interface (GUI), accordingto example embodiments.

FIG. 15 illustrates an example graphical user interface (GUI), accordingto example embodiments.

FIG. 16A illustrates a system bus computing system architecture,according to example embodiments.

FIG. 16B illustrates a computer system having a chipset architecture,according to example embodiments.

FIG. 17 illustrates an example diagram of a parent-child tokenrelationship, according to example embodiments.

FIG. 18 is flow diagram illustrating a method of generating digitalcontent, according to example embodiments.

FIG. 19 is a block diagram illustrating a set of points, according toexample embodiments.

To facilitate understanding, identical reference numerals have beenused, where possible, to designate identical elements that are common tothe figures. It is contemplated that elements disclosed in oneembodiment may be beneficially utilized on other embodiments withoutspecific recitation.

DETAILED DESCRIPTION

One or more techniques described herein provide a new non-fungible tokenplatform that allows users to take ownership over digital avatars,accessories for these avatars, and digital content that the userproduces. For example, one or more techniques described herein allowusers to use their non-fungible token avatars in photos and videos,which they can then share to social media platforms.

The term “user” as used herein includes, for example, a person or entitythat owns a computing device or wireless device; a person or entity thatoperates or utilizes a computing device or wireless device; or a personor entity that is otherwise associated with a computing device orwireless device. It is contemplated that the term “user” is not intendedto be limiting and may include various examples beyond those described.In some embodiments, a user may be a content creator. In someembodiments, a user may be an owner of a non-fungible token of anavatar, a post, or an accessory. In some embodiments, a user can be boththe owner of the non-fungible token and the content creator. In someembodiments, a user can be a person interacting with social content.

The term “metaverse” as used herein may be representative of acentralized or decentralized environment that may be accessible to endusers via one or more computing devices that include, but are notlimited to, mobile devices, computing devices (e.g., tablets, laptops,personal computers, etc.), wearable devices, and extended reality (XR)devices (e.g., augmented reality devices, virtual reality device).Generally, the metaverse may refer to an environment that includes bothreal-world components and virtual components. In some embodiments, themetaverse may refer to a single metaverse environment. In someembodiments, the metaverse may refer to multiple metaverse environments,akin to a multiverse.

The term “digital content” as used herein includes, for example, audiocontent (e.g., podcasts, songs, audiobooks, etc.), image content, videocontent, and/or any combination of one or more of audio content, imagecontent, and video content.

FIG. 1 is a block diagram illustrating computing environment 100,according to one embodiment. Computing environment 100 may include atleast one or more user devices 102, one or more user devices 103, aserver system 104, a blockchain 122, and one or more non-fungible tokenmarketplaces 108 communicating via network 105.

Network 105 may be of any suitable type, including individualconnections via the Internet, such as cellular or Wi-Fi networks. Insome embodiments, network 105 may connect terminals, services, andmobile devices using direct connections, such as radio frequencyidentification (RFID), near-field communication (NFC), Bluetooth™,low-energy Bluetooth™ (BLE), Wi-Fi™ ZigBee™, ambient backscattercommunication (ABC) protocols, USB, WAN, or LAN. Because the informationtransmitted may be personal or confidential, security concerns maydictate one or more of these types of connections be encrypted orotherwise secured. In some embodiments, however, the information beingtransmitted may be less personal, and therefore, the network connectionsmay be selected for convenience over security.

Network 105 may include any type of computer networking arrangement usedto exchange data. For example, network 105 may be the Internet, aprivate data network, virtual private network using a public networkand/or other suitable connection(s) that enables components in computingenvironment 100 to send and receive information between the componentsof computing environment 100.

User device 102 may be operated by user. User device 102 may berepresentative of a mobile device, a tablet, a desktop computer, virtualreality (VR) system, augmented reality (AR) system, extended reality(XR) system, or any computing system having the capabilities describedherein. User device 102 may include at least application 112 and ARsoftware 114.

Application 112 may be representative of a social media applicationassociated with server system 104. In some embodiments, application 112may be a standalone application associated with server system 104. Insome embodiments, application 112 may be representative of a web-browserconfigured to communicate with server system 104. In some embodiments,user device 102 may communicate over network 105 to request a webpage,for example, from web client application server 118 of server system104. For example, user device 102 may be configured to executeapplication 112 to enter a social media website existing on themetaverse and hosted by web client application server 118. The contentthat is displayed to user device 102 may be transmitted from web clientapplication server 118 to user device 102, and subsequently processed byapplication 112 for display through a graphical user interface (GUI) ofuser device 102.

AR software 114 may be representative of a native or third partysoftware that allows users to create augmented reality images or videos.In some embodiments, AR software 114 may be representative of one ormore of Google's markerless motion tracking software; ARKit®, which is asoftware development kit (SDK) commercially available from Apple®,MediaPipe, which is a machine learning base that can be customized andis commercially available from Google®; ARCore, which is a softwaredevelopment kit developed by Google®, or the like, or any combinationthereof, that allows users to, in part, generate augmented realityvideos and/or images. A user of user device 102 may use AR software 114to generate a video or image of themselves and replace themselves in thevideo or image with their own digital avatar or insert their own digitalavatar into the video or image. These videos and/or images may be postedto a user's social media account with metaverse platform 120 viaapplication 112.

In some embodiments, rather than having AR software 114 be separate fromapplication 112, application 112 may include AR software 114. In otherwords, a user may utilize AR software of application 112 to generatevideos or images with their own digital avatar.

Generally, AR software 114 may provide for live tracking of the body,the face, and hands of a user or users. Compared to existing AR softwaresolutions, AR software 114 is the first markerless motion capturesoftware that allows for live tracking of the body, the face, and thehands simultaneously. In operation, AR software 114 may be configured toextract over a plurality of reference points or landmarks (e.g., atleast 30) from an individual captured within a field of view of a camera119 of user device 102. Using the plurality of reference points, ARsoftware 114 may access one or more third party APIs or SDKs such that askeleton structure of the user can be generated. Once the skeletonstructure of the user is generated, AR software 114 may locallyretarget, in real-time or near real-time, data in the skeleton structureto the avatar to animate the avatar. In this manner, AR software 114 mayallow a user to locally render avatars on user device 102.

In conventional systems, AR software typically has difficulty whentoggling between distance shots and close-range shots. To account forthis, AR software 114 may include an artificial intelligence module 115.Artificial intelligence module 115 may be configured such that, whenuser device 102 is in close range of the user (e.g., when the user'sface fills up a threshold percentage of the screen), artificialintelligence module 115 may be configured to lock the chest of the userto the bottom of the screen. Once the user's body is locked in, ARsoftware 114 may then prioritize focusing on the face and hands of theuser, instead of searching for the rest of the user's body. In someembodiments, rather than locking the user's body, there may be a smoothtransition when the user moves from close range to far range or viceversa.

Artificial intelligence module 115 may be trained to determine how tofocus a camera 119 of user device 102, depending on if the user istriggering a selfie mode or a full body mode. For example, in full bodymode, artificial intelligence module 115 may be trained to identify aplurality of anchor points on the user's body. AR software 114 may focusless on face anchor points when the user's full body is in frame. Insuch example, user may be able to open and close their mouth and eyes,smile, or frown; but user may not be able to make as many facialexpressions as they otherwise would in selfie mode. However, in fullbody mode, because artificial intelligence module 115 may instruct ARsoftware 114 to focus less on processing power toward the user's face,AR software 114 may be able to capture the hands and rest of the user'sbody more accurately. In selfie mode, rather than change the pluralityof anchor points, artificial intelligence module 115 may be trained toignore a subset of anchor points, depending on the distance of the userfrom camera 119. For example, AR software 114 may ignore all leg anchorpoints when in selfie mode and artificial intelligence module 115 mayinstruct AR software 114 to focus less on the lower body and more on theuser's face, so AR software 114 may be able to capture facial gesturesmore accurately.

Further, in most conventional technology that is publicly available islimited to only tracking the user's face or generally tracking theuser's body without more precise finger tracking and face tracking. ARsoftware 114 improves upon the current state of the art by providing theability to merge body tracking from head to toe, precise fingertracking, and more precise face tracking. For example, AR software 114may provide the ability for a user to make two peace signs next to theirface, and have a model overlaid to reflect that on their phone screenusing their phone camera 119 or any other sensors available to userdevice 102 (e.g., LIDAR sensor). AR software 114 may thus be able totrack all of the user's hand, face, and body movements in real time.

To facilitate such approach, AR software 114 may manage severaldifferent PointPools, with each pool representing a different body part.In some embodiments, there are four main PointPools being used: Body(head, arms, legs, feet), LHand (left hand), RHand (right hand), Face(facial landmarks).

AR software 114 may fill these point pools through, for example, amultithreaded process running in the background. Each RGB frame may becaptured from a designated streaming camera and stored in a textureobject using a GPU command. AR software 114 may provide these textureobjects to, for example, one or more computer vision SDKs and/or APIs toprocess. From these textures, AR software 114 may generate landmarks,which are structures of unfiltered vectors representing what AR software114 may think the body points of a person on the camera should be in 3Dspace. AR software 114 may take those landmark points and translate themto a compatible vector for processing (e.g., Unity Vector3s).

In some embodiments, each point or point pool may be designated its ownprocessing pipeline through which the points flow through. In someembodiments, the points in their raw form are too unreliable to be sentstraight into the inverse kinematics system. Accordingly, the pipelinesmay be utilized to make corrections to the points. In some embodiments,the pipelines may include low pass filters, such as Kalman filters andbox filters in order to filter out the noise and inaccuracies from themachine learning. In some embodiments, the pipelines may also includemultiple correction objects specific to certain body PointPools torepresent the points as accurately in 3D space as possible. Thepipelines may interact with each other to correct multiple differentparts of the body using other parts as points of reference.

Once the points have been corrected and adjusted by the pipelines, ARsoftware 114 may compile them into a single object containing all thepoints and may use an inverse kinematics (IK) system to calculate theproper model transformations. The IK system may include two sets ofclasses, one of which polls this object per frame to get the most recentbody positions, and another that sets the positions and rotations of themodel. Two separate calculations may be used to set the body transformsbased on the distance of the source person from camera 119. When theperson on camera 119 is far, AR software 114 may use a Quaternion basedIK system that rotates the body segments so that the body's forwardvector matches the machine learning's corrected points' forward vector.In some embodiments, server system 104 may utilize machine learning totrain AR software 114 to anticipate user rotation and placement of thebody to accurately predict how the user may move when recording a videoand improve filters.

In some embodiments, such as when the person is close or the model beingretargeted has unique proportions, AR software 114 may use additional oralternate filter systems, such as forward and backward reaching inversekinematics (FABRIK) instead of the default IK system in place.

In some embodiments, AR software 114 may use a combination of the IKsystem with ARKit or ARCore, trading in performance for more stabilityand accuracy. In some embodiments, separate pipelines can be made byfiltering in point data from those two sources if the device can handleit.

In some embodiments, AR software 114 may utilize forward kinematics orother methods.

In some embodiments, AR software 114 may be configured to capture andretarget data to animate a user's asset (e.g., avatar token). Such datafrom the user's movements can be retargeted. For example, such movementinformation may be retargeted to gamify social media. For example, on asocial media platform, such as TikTok, AR software 114 may be used tocapture user motion data from movements in dancing trend videos orposts. The movement data can be retargeted to determine accuracy inmovement or other metrics based on the movement captured and the gamebeing played. In some embodiments, AR software 114 may be configured toissue scores based on the most accurate “best” dance.

In some embodiments, AR software 114 may be configured to animatemultiple objects in addition to multiple people. For example, ARsoftware 114 may be configured to recognize a soccer ball and separatelytrack the soccer ball. In some embodiments, rather than AR software 114being utilized to recognize objects, an artificial intelligence engineor computer vision engine may be trained to recognize objects andseparately track those objects, with or without sensors or the object.Such information may be used to provide feedback regarding the movementof those objects.

In some embodiments, AR software 114 may be used to animate objects inthe real world to drive users on a trail, hunt, or to a specific retaillocation.

In some embodiments, the process of rendering a user's digital avatar ona video or image generated by user device 102 using AR software 114 mayinvolve a hybrid approach that combines real-time local rendering withhigher quality remote rendering or delayed local rendering. For example,a user can capture a video or image using client device 102. Clientdevice 102 may perform real-time local rendering of the image or videowhile the user is capturing the video or image. For example, AR software114 may perform a real-time local rendering of the user's digitalavatar. This rendering may utilize one or more techniques discussedabove, such as three-dimensional modeling, image-based rendering, ordepth-based rendering. The purpose of this real-time rendering is toprovide a quick preview of the content, allowing the user to see howtheir digital avatar will appear in the final output. In some cases, thepreview of the content may be sufficient, and the user may save andutilize the content rather than choosing to wait for the final, delayedoutput.

In some embodiments, in addition to the real-time local rendering, ARsoftware 114 may either send the user's video or image to a remoteserver (e.g., server system 104) or perform a delayed local rendering onthe user device 102. The remote server or the delayed local renderingprocess may be responsible for producing a higher quality version of theuser's digital avatar and movements. When the remote server renderingoption is used, server system 104 may receive the user's video or image,process it using more advanced rendering techniques or computationalresources, and generate a higher quality rendering of the user's digitalavatar and movements. This process may involve leveraging powerful GPUs,neural networks, or other hardware and software resources to enhance thequality of the avatar rendering. Once the server system 104 hascompleted rendering the high-quality digital avatar, or the delayedlocal rendering process is complete, the final output is either sentback to user device 102 or saved locally on user device 102. The usercan now view, share, or interact with the higher quality rendering oftheir digital avatar overlaid on the original video or image, or inanother environment of their choosing. By employing a hybrid approach,AR software 114 may provide users with a real-time preview of theirdigital avatar in the captured content, while also ensuring a higherquality output is available later. This approach takes advantage of thestrengths of both local and remote rendering or delayed local rendering,offering a balance between real-time interaction and high-qualityresults. In some embodiments, the raw point pool data may be savedseparately and utilize this hybrid approach to smooth anyinconsistencies, tracking errors, and missing data points for a higherfidelity render. This approach requires less data to be saved or cachedand provides expedited upload and rendering speeds.

FIG. 19 is a block diagram illustrating a set of points, according toexample embodiments. As shown, FIG. 19 includes a first set of points1902 and a second set of points 1904 on a user's face. First set ofpoints 1902 may represent a set of points prior to the pipelineadjustments. Second set of points 1904 may represent a set of pointsafter the pipeline adjustments. As seen, first set of points 1902 of theuser's face appears flat and may lack depth. First set of points 1902may pass through the one or more filters, as discussed above, togenerate second set of points 1904. As shown, second set of points 1904may better illustrate depth and rotation of the user's face. As thoseskilled in the art understand, such process can be applied to otherparts of the user's body.

As shown, in some embodiments, each user device 102 may be incommunication with a respective cryptographic wallet 116. Cryptographicwallet 116 may be configured to store the user's fungible tokens (e.g.,cryptocurrency) and non-fungible tokens in an encrypted manner. In someembodiments, cryptographic wallet 116 may be representative of a hotwallet (e.g., Coinbase, Metamask, etc.), which is a cryptographic wallet116 connected to network 105. In some embodiments, cryptographic wallet116 may be representative of a cold wallet (e.g., Ledger Nano X, TrezorModel T, and the like). In some embodiments, cryptographic wallet 116may be incorporated within application 112. For example, rather than auser storing their fungible tokens and/or non-fungible tokens via athird party wallet, the user may leverage a cryptographic walletassociated with server system 104 via application 112.

User device 103 may be operated by user. User device 103 may berepresentative of a mobile device, a tablet, a desktop computer, virtualreality (VR) system, augmented reality (AR) system, extended reality(XR) system, or any computing system having the capabilities describedherein. User device 103 may include at least application 132.

Application 132 may be representative of a social media applicationassociated with server system 104. In some embodiments, application 132may be a standalone application associated with server system 104. Insome embodiments, application 132 may be representative of a web-browserconfigured to communicate with server system 104. In some embodiments,user device 103 may communicate over network 105 to request a webpage,for example, from web client application server 118 of server system104. For example, user device 103 may be configured to executeapplication 132 to enter a social media website existing on themetaverse and hosted by web client application server 118. The contentthat is displayed to user device 103 may be transmitted from web clientapplication server 118 to user device 103, and subsequently processed byapplication 132 for display through a graphical user interface (GUI) ofuser device 103.

Server system 104 may be configured to host a metaverse applicationaccessible to user devices 102 and user devices 103. For example, serversystem 104 may include web client application server 118 and metaverseplatform 120. Metaverse platform 120 may be configured to host digitalcontent generated by a user and facilitate digital interaction with thedigital content within a metaverse environment. For example, metaverseplatform 120 may be configured to host a simulated virtual environmentin which users can post images or videos of their avatar within thesimulated virtual environment. For example, metaverse platform 120 mayallow users to take ownership over digital avatars, accessories forthese avatars, and social content that users produce whether they usethese avatars or not.

In some embodiments, a user may access metaverse environment 124 usingone or more third party authentication techniques. For example, a usermay access metaverse environment 124 by using “Login with Ethereumvirtual machine (EVM) compatible wallet” functionality, thus allowingthe user to be verified using their Ethereum accounts.

In some embodiments, a user of metaverse platform 120 may include aunique avatar. The user's unique avatar may be minted as a non-fungibletoken such that no two users have the same exact avatar. In someembodiments, each avatar may include certain traits that may be treatedas default traits but could ultimately be replaced. For example, eachavatar may include default clothing or default hair, which ultimatelycan be replaced by the owner. Using AR software 114, a user can createdigital content to post to metaverse platform 120. The content may berepresentative of a video data, audio data, and/or video data. In someembodiments, the digital content may include an image or video of theuser, in which the user's non-fungible token avatar is used in the videoor image.

When a user creates a post to metaverse platform 120, in someembodiments, the digital content may be immediately represented as anon-fungible token through a process referred to as “post-to-mint.” Insome embodiments, initially, the non-fungible token is not minted ontoblockchain 122 until a transaction takes place. A transaction may referto a buying or selling of the non-fungible token corresponding to theuser's post. Such process may provide users with a gasless mint processfor the users, while also instantaneously allowing users to have amarketable product in the form of a non-fungible token.

The digital content may be displayed on the user's profile, the profileof the owner of the content, a licensee of the content, a tagged user inthe content, or the like. In some embodiments, other users and/orcommunity members can interact with the post on the user's profile. Insome embodiments, interactions may come in the form of engagements oroffers.

In some embodiments, metaverse platform 120 may support a “use-to-earn”model. For example, metaverse platform 120 may facilitate organicengagements (i.e., user interactions) to create activity and driveadoption of the platform, as well as reward or otherwise provide valueto creators and owners of content. To do so, each post may be associatedwith a score. The score may be representative of a cumulative score ofhow many likes, shares, and other interactions a post receives. In someembodiments, certain activities will be rewarded with a higher score, adpoints, and/or fungible tokens unique to metaverse platform 120 (e.g.,“utility token”). In this manner, engagements such as likes, shares,views/plays, and comments can create a financial incentive for theend-user.

In some embodiments, the utility token may take the form of an ERC20token broadcast or written to blockchain 122. For example, the utilitytoken may follow the Standard Openzeppelin Mintable ERC20 standard. Theutility tokens may initially be held by an entity associated with serversystem 104. For example, the ERC20 tokens may be deployed from and ownedby the entity using a Gnosis Multisig wallet, thus allowingadministrators to retain control over the tokens until transferred to auser.

Accordingly, unlike conventional metaverse or social media environments,metaverse platform 120 may function as a social media platform in whicha user's avatar and posts can be represented by non-fungible tokens. Forexample, upon posting an image or video to metaverse platform 120,metaverse platform 120 may mint a non-fungible token to tokenize theimage or video. In this manner, metaverse platform 120 can provide userswith the ability to protect and market their digital content throughnon-fungible tokens.

Non-fungible token marketplaces 108 may be representative of one or moreonline marketplaces in which a user can upload or link their metaversedigital content. Via non-fungible token marketplaces 108 a user can buy,sell, or showcase their tokenized items of digital content. In someembodiments, non-fungible token marketplaces 108 may include centralizedmarketplaces (e.g., OpenSea) and/or decentralized marketplaces (e.g.,LOOKSRARE). In some embodiments, any post within metaverse platform 120that is also linked to a non-fungible token marketplace 108 may includea uniform resource locator or link that links back to the original postin metaverse platform 120.

Networked computers 106 may be configured to host blockchain 122. Insome embodiments, blockchain 122 may be a public blockchain. In someembodiments, blockchain 122 may be a private blockchain, such as, forexample, a private blockchain associated with server system 104.Generally, blockchain 122 may be representative of any blockchainconfigured to support non-fungible tokens. For example, blockchain 122may be a public or private blockchain based on the Ethereum platform.

FIG. 2 is a block diagram 200 illustrating server system 104, accordingto example embodiments. As shown, server system 104 includes repository202 and one or more computer processors 204.

Repository 202 may be representative of any type of storage unit and/ordevice (e.g., a file system, database, collection of tables, or anyother storage mechanism) for storing data. Further, repository 202 mayinclude multiple different storage units and/or devices. The multipledifferent storage units and/or devices may or may not be of the sametype or located at the same physical site. As shown, repository 202includes at least metaverse platform 120.

Metaverse platform 120 may include an intake module 206, a tokenizationmodule 210, and a broadcast module 214. While metaverse platform 120 mayinclude more modules, the present discussion focuses on an initialavatar generation process. Each of intake module 206, tokenizationmodule 210, and broadcast module 214 may be comprised of one or moresoftware modules. The one or more software modules are collections ofcode or instructions stored on a media (e.g., memory of server system104) that represent a series of machine instructions (e.g., programcode) that implements one or more algorithmic steps. Such machineinstructions may be the actual computer code the processor of serversystem 104 interprets to implement the instructions or, alternatively,may be a higher level of coding of the instructions that are interpretedto obtain the actual computer code. The one or more software modules mayalso include one or more hardware components. One or more aspects of anexample algorithm may be performed by the hardware components (e.g.,circuitry) itself, rather than as a result of the instructions.

As shown, a user device 102 may upload or provide metaverse platform 120with an avatar image indicative of an avatar of the user. In someembodiments, the avatar image may be used to uniquely identify the userwithin the metaverse hosted by metaverse platform 120.

Intake module 206 may be configured to receive the avatar image andmetadata information from user device 102. Upon receiving the avatarimage of the user's avatar, intake module 206 may store the image at anetwork accessible location. For example, intake module 206 may storethe avatar image storage location 208. Although storage location 208 isshown internal to metaverse platform 120, those skilled in the artunderstand that storage location 208 may represent an external filehosting server or service. In some embodiments, storage location 208 maybe controlled by an entity associated with server system 104. In someembodiments, storage location 208 may be an external service, such as,but not limited to, InterPlanetary File System (IPFS). Upon storing theimage in storage location 208, intake module 206 may generate or receivea unique uniform resource identifier (URI) indicating the storagelocation of the avatar image. Intake module 20 may provide the URI ofthe image to the user of user device 102. The user may use the URI ofthe avatar image to generate a metadata file corresponding to the avatarimage.

In some embodiments, the user may upload a metadata file correspondingto the avatar image. The metadata file may define the traits for theavatar image. Exemplary traits may include, but are not limited to, basetraits, a tech pack, regional traits (e.g., tech lines, clip accents,main region, etc.), eyes, teeth, headwear, ears, and the like. Throughthe combination of traits, there may be more than a quadrillioncombinations of traits. Accordingly, there may be more than aquadrillion unique avatars within the metaverse environment. In someembodiments, the metadata file may be representative of, for example, aJSON file, to which the eventual non-fungible token will be linked. Themetadata file may include, for example, the URI that identifies storagelocation 208 of the avatar image. Intake module 206 may further storethe metadata file corresponding to the avatar image in storage location208.

Tokenization module 210 may be configured to tokenize the avatar imageprovided by the user. For example, tokenization module 210 may beconfigured to generate a smart contract based on the avatar image. Insome embodiments, the smart contract may be representative of an ERC721token. The smart contract may include, for example, a URI correspondingto token 212, the URI that identifies a storage location of the avatarimage in storage location 208, and the URI that identifies a storagelocation of the metadata file corresponding to the avatar image.

Broadcast module 214 may be configured to broadcast or write token 212to blockchain 122. In some embodiments, broadcast module 214 maydirectly write token 212 to blockchain 122. For example, in someembodiments, broadcast module 214 may deploy token 212 on EthereumMainnet. Once deployed, token 212 may be bridged off Ethereum Mainnet tocheaper layer-2 blockchains (L2) like Polygon. Such bridging may make iteasier for users to interact directly from an L2.

As those skilled in the art understand, to mint the user's avatar, auser may have to pay the gas fee associated with the minting process.The gas fee may provide miners with an incentive to process and validatetransactions on blockchain 122.

Once the avatar image is minted, token 212 may be provided back to userdevice 102 for storage in the user's wallet 116. In some embodiments,token 212 may be temporarily held or controlled by an entity associatedwith server system 104. For example, token 212 may initially be deployedfrom and owned by the entity, thus allowing a development team to retaincontrol until token 212 is transferred from a wallet associated withserver system 104 (e.g., Gnosis Multisig) to a wallet 116 of the user.

Although the above discussion focuses on an avatar being minted as atoken 212, those skilled in the art understand that such avatars neednot be minted as a token.

In some embodiments, rather than allowing an end user (e.g., user) tocreate their own digital avatars, the above process may be insteadperformed by an administrator of server system 104. For example, anadministrator may generate an initial plurality of avatars by randomlyselecting combinations of traits. Such initial plurality of avatars maybe made available to end users through an auction process. For example,server system 104 may use a traditional Dutch auction process, in whichavatars may be rewarded to end users. In such embodiments, server system104 may initially generate a convertible token using the ERC1155standard. Once an end user is rewarded with an avatar through theauction process, the end user may be instructed to “burn” the ERC1155token, which would then exchange the convertible token from the ERC1155token to the ERC721 token.

In some embodiments, metaverse platform 120 may support replacement ofusers with their avatar equivalent in real-time during the contentcreation process or after the original posting of the generated content.For example, if Bob is a user of metaverse platform 120 and has anassociated avatar, metaverse platform 120 may support facial recognitionprocesses that identifies Bob in social media content posted tometaverse platform 120 and replaces the photo of Bob with theirassociated avatar.

FIG. 3 illustrates an exemplary avatar 300, according to exampleembodiments. As shown, avatar 300 may be representative of an avatarthat is uniquely associated with a user or user account. Avatar 300 maybe representative of a base character without any accessories. As shown,the appearance of avatar 300 may be dependent on the metadata defined bythe user. For example, a user may define, in the metadata fileassociated with avatar 300, certain metadata categories that influencethe appearance of avatar 300.

Avatar 300 may include a plurality of customizable regions. For example,a user may be able to customize one or more of: the base body, baseface, base skin tone, a plurality of regions where various textures andcolors can be applied, eyes, ears, and the like. Each region of theplurality of regions may include different textures and/or colors. Eachregion may have an associated metadata column, in which that region'stextures and colors can be defined. In some embodiments, the metadatafile associated with avatar 300 may further include a specialillumination field. The special illumination field may be used for raretraits. For example, the special illumination field can allow for raretraits, such as tech lines lighting up. As those skilled in the artunderstand, such avatar 300 may be used outside of a metaverseenvironment, such as in different metaverse environments ornon-metaverse environments. For example, a user can user their avatar300 on other platforms, such as, but not limited to, a video gameenvironment (e.g., a custom character in a game), a streaming service,and the like. For example, a user may use their avatar 300 as a drop-inreplacement for themselves in a video conference, stream, live render,etc. In this manner, any video generated through the video conference,stream, or live render, using avatar 300, may itself be minted as atoken.

In some embodiments, there may be multiple displays of avatar 300. Forexample, a user may record and stream a live feed of themselves, whilethey are being converted to their avatar 300 in real-time or nearreal-time. For example, a user may be playing on stage, while beingprojected as an MTSkin in all surrounding displays. Simultaneously, theoutput of the MTskin may be streamed to be the performer on stage in ametaverse environment. Thus, all surrounding displays in the metaversewould show a feed of the physical performer.

In operation, when a user accesses their avatar (e.g., avatar 300) viaapplication 112, application 112 may extract metadata information forthe avatar from cryptographic wallet 116. As such, application 112 mayrender the user's avatar locally on user device 102 by reconstructionthe user's avatar using the base avatar character and the defined traitsfor the avatar, as stored in cryptographic wallet 116.

FIG. 4 is a block diagram 400 illustrating server system 104, accordingto example embodiments. As shown, block diagram 400 may illustratecomponents of server system 104 involved in the minting of accessoriesfor the user's avatar.

As shown, a user device 102 may upload or provide metaverse platform 120with an accessory image indicative of an accessory for user with theuser's avatar. Exemplary accessories may be, for example, hats, shirts,watches, wallets, bags, swords, basketballs, etc. The accessories may beused to customize or change the appearance of the user's avatar indigital content.

Intake module 206 may be configured to receive the accessory image andmetadata information from user device 102. Upon receiving the accessoryimage, intake module 206 may store the image at a network accessiblelocation. For example, intake module 206 may store the accessory imageat storage location 208. Upon storing the image in storage location 208,intake module 206 may generate or receive a unique uniform resourceidentifier (URL) indicating the storage location of the accessory image.Intake module 206 may provide the URL of the accessory image to the userof user device 102. The user may use the URL of the accessory image togenerate a metadata file corresponding to the accessory image.

In some embodiments, the user may upload a metadata file correspondingto the accessory image. The metadata file may define the traits for theaccessory image. In some embodiments, the metadata file may berepresentative of a JSON file to which the eventual non-fungible tokenwill be linked. The metadata file may include, for example, the URL thatidentifies storage location 208 of the accessory image. Intake module206 may further store the metadata file corresponding to the accessoryimage in storage location 208.

Tokenization module 210 may be configured to tokenize the accessoryimage provided by the user. For example, tokenization module 210 may beconfigured to generate a smart contract based on the accessory image. Insome embodiments, the smart contract may be representative of an ERC1155token. Tokenization module 210 may utilize an ERC1155 token in order tomake the accessories tradable and handle the semi-fungibility ofaccessories. Separate ERC1155 tokens for each accessory may allow fornew accessories to be released to match the needs of that specificaccessory's launch but can still interact with the existing posts. Thesmart contract may include, for example, a URI corresponding to token412, the URL that identifies a storage location of the accessory imagein storage location 208, and the URL that identifies a storage locationof the metadata file corresponding to the accessory image.

Broadcast module 214 may be configured to broadcast or write token 412to blockchain 122. In some embodiments, broadcast module 214 maydirectly write token 412 to blockchain 122. For example, in someembodiments, broadcast module 214 may deploy token 412 on EthereumMainnet. Once deployed, token 412 may be bridged off Ethereum Mainnet tocheaper L2s.

As those skilled in the art understand, to mint the accessory, a usermay have to pay the gas fee associated with the minting process. The gasfee may provide miners with an incentive to process and validatetransactions on blockchain 122.

Once the accessory image is minted, token 412 may be provided back touser device 102 for storage in the user's wallet 116. In someembodiments, token 412 may be temporarily held or controlled by anentity associated with server system 104. For example, token 412 mayinitially be deployed from and owned by the entity, thus allowing adevelopment team to retain control until token 412 is transferred from awallet associated with server system 104 (e.g., Gnosis Multisig) to awallet 116 of the user.

FIG. 5 is a block diagram 500 illustrating server system 104, accordingto example embodiments. As shown, block diagram 500 may illustratecomponents of server system 104 involved in the minting of digitalcontent.

As shown, a user device 102 may upload or provide metaverse platform 120with digital content. In some embodiments, the digital content may berepresentative of image content and/or video content generated by theuser using user device 102. For example, a user may generate digitalcontent using AR software 114. By using AR software 114, the user caninsert the user's tokenized avatar into audio and/or video content.

Intake module 206 may be configured to receive the digital content andmetadata information corresponding to the digital content from userdevice 102. Upon receiving the digital content, intake module 206 maystore the digital content at a network accessible location. For example,intake module 206 may store the content in storage location 208. Uponstoring the digital content in storage location 208, intake module 206may generate or receive a URL indicating the storage location of thedigital content. Intake module 206 may provide the URL of the digitalcontent to the user of user device 102. The user may use the URL of thedigital content to generate a metadata file corresponding to the digitalcontent.

In some embodiments, the user may upload a metadata file correspondingto the digital content to intake module 206. The metadata file maydefine the traits for the digital content. Exemplary traits may include,but are not limited to, base traits, a tech pack, regional traits (e.g.,tech lines, clip accents, main region, etc.), eyes, teeth, headwear,ears, and the like. In some embodiments, the metadata file may berepresentative of a JSON file to which the eventual non-fungible tokenwill be linked. The metadata file may include, for example, the URI thatidentifies storage location 208 of the digital content. Intake module206 may further store the metadata file corresponding to the digitalcontent in storage location 208.

As indicated above, the digital content produced by the user includesthe user's avatar token. In order to link the user's avatar token withthe digital content, the metadata file may further include the URIcorresponding to the tokenized avatar.

In some embodiments, the digital content produced by the user mayfurther include an accessory token made available from server system 104and/or generated by the user. In order to link the accessory token withthe digital content, the metadata file may further include the URIcorresponding to the tokenized accessory.

Tokenization module 210 may be configured to tokenize the digitalcontent provided by the user (i.e., token 512). For example,tokenization module 210 may be configured to generate a smart contractbased on the digital content and the avatar image. In some embodiments,the smart contract may further be based on any indicated accessories. Insome embodiments, the smart contract may be representative of an ERC721token. In some embodiments, the smart contract may be representative ofan ERC1155 token. The smart contract may include, for example, a URIcorresponding to token 512, the URL that identifies a storage locationof the digital content in storage location 208, and the URL thatidentifies a storage location of the metadata file corresponding to thedigital content. In some embodiments, the smart contract may furtherinclude a URI corresponding to token 212, the URL that identifies astorage location of the avatar image in storage location 208, and theURL that identifies a storage location of the metadata filecorresponding to the avatar image. In some embodiments, the smartcontract may further include a URI corresponding to token 412, the URLthat identifies a storage location of the accessory image in storagelocation 208, and the URL that identifies a storage location of themetadata file corresponding to the accessory image.

As those skilled in the art recognize, when a user mints a non-fungibletoken, the user typically has to pay a gas fee for the minting processto incentive miners to process and validate transaction on blockchain122. The gas fee may disincentivize users from generating posts withinthe metaverse environment. Accordingly, to incentivize users to generatecontent within the metaverse environment, content posts may undergo a“gasless mint.” In a gasless mint, tokenization module 210 may generatethe ERC721 or ERC 1155 token corresponding to the digital content;however, broadcast module 214 may not broadcast or write token 512 toblockchain 122 until another user interacts with the digital content.For example, if another user buys the digital content, such action maytrigger the writing of token 512 to blockchain 122. In other words,token 512 may not be broadcast or written to blockchain 122 untilanother user buys token 512. In this manner, the burden of paying thegas fee may be transferred from the user to the buyer of the digitalcontent.

Accordingly, once token 512 is generated, token 512 may be stored instorage location 208. Broadcast module 214 may be configured tobroadcast or post the digital content to the user's account within themetaverse environment and/or one or more external non-fungible tokenmarketplaces 108 (e.g., OpenSea).

As those skilled in the art understand, in some embodiments, the gaslessminting process can be replaced with a direct minting process, wherebythe digital content is instantly minted to blockchain 122 and theassociated gas fee is paid by the user.

In some embodiments, token 512 may be owned my multiple users. Forexample, shares of token 512 may be fractionalized, such that token 512may have a plurality of owners. For example, user 1 owns a 30% share,user 2 owns a 50% share, and user 3 owns a 20% share. In this manner,any revenue garnered from token 512 (e.g., through interactions orengagements) may be distributed among the shareholders of token 512. Inthis manner, tokenized social media content may be fractionalized, suchthat ownership of the tokenized social content may be shared amongmultiple owners.

In some embodiments, once a post is generated, a user may tag that postwith a location. For example, a user's post may be taken at City Halland the user may tag City Hall as the location for the post. In thismanner, when another user accesses metaverse environment 124 via userdevice 103, the user may view the post within metaverse environment 124when approaching City Hall. For example, when digital content is mintedand tagged with a geolocation, other users may access an interactive mapthat details the location of the digital content within the metaverseenvironment. If, for example, a user accesses metaverse environmentusing an extended reality device, the user may be able to see the postin the physical world by using the extended reality software.Accordingly, when the user is near City Hall in the physical world, thepost may be visible to the user via the extended reality software.

In some embodiments, once a post is generated, a user viewing that postmay choose to view it in their physical space. For example, a user maygenerate a post of their avatar dancing in a park, the user viewing thegenerated post can select to view the avatar, using the extended realitysoftware, dancing on the coffee table of their living room.

In some embodiments, any of tokens 212, 412, or 512 may be a “parent”token or a “child” token. For example, a parent token may have, stemmingoff of it, one or more child tokens.

Using a more specific example, an ownership token (e.g., a parent token)can be stored a more secure form of storage (e.g., cold storage), whilethe child token associated with the parent token can be connected, forexample, to a social media platform (e.g., Twitter) as a profilepicture, used for utilizing or playing as your avatar in a video game,or lent as part of a licensing deal to be used in social media, games,etc. Such processes can be performed without ever having to send theparent token. In some embodiments, the child token can be tied to theparent token on the same blockchain or even another blockchain. In thismanner, there are far fewer risks associated going cross platform andcross chain since the child can be recalled. In some embodiments, thetokenized data can further be anonymized by utilizing, for example, azero knowledge proof (or zero knowledge rollup) to create an encryptedlayer between the parent token and child token for privacy purposes.

In some embodiments, a token may be a “child” token. For example, thetoken may be tethered to another parent token. In some embodiments, achild token may not be transferrable on its own without the parenttoken. In some embodiments, a child token may be transferrable on itsown without the parent token. If a user owns a parent token, the usercan claim the child token regardless of whether another person holds it.Such functionality may provide users with another set of security. Forexample, the user's parent token can be stored in a more secure vault(e.g., cold storage) while a child token tethered to the parent tokenremains in a hot storage wallet.

In some embodiments, such parent/child relationship may be utilized tocreate personalized advertisements that may directed to the consumer butprevent that personal information from reaching the advertiser. Suchfunctionality may be a practical way of allowing users to opt intoseeing certain advertisements, but with a layer of anonymization,security, and further customization of targeted advertisements the useris being served, such as by wallet address.

In some embodiments, a user may be able to lease or loan out theiravatars or accessories. For example, as discussed above, an avatar token212 or accessory token 412 may be representative of a parent token thatincludes a plurality of child tokens. The user (i.e., lessor) mayfacilitate a smart contract with another user (e.g., a lessee) thatallows the lessee to temporarily use the user's avatar or accessory inmetaverse environment 124 or outside of metaverse environment 124 (e.g.,video game, Web2 environment, etc.).

FIG. 17 illustrates an example diagram of a parent-child tokenrelationship, according to example embodiments. As shown, there is aparent token 1702. Parent token 1702 may include n child tokensassociated therewith (token 1704 ₁, 1704 ₂, . . . 1704 _(n)) (generallychild token 1704). Each child token 1704 may be leased out or loaned outto another user. For example, each child token 1704 may havecorresponding metadata 1706 associated therewith. Metadata 1706 maydefine the terms of the lease agreement between lessor and lessee.

In some embodiments, rather than utilize a parent/child tokenrelationship, a user may be able to lease or loan out their avatarsusing another user as a temporary custodian of avatar token 212 oraccessory token 412. For example, if a parent token is licensed to beused in marketing material, the smart contract could restrict themovement of either token until the term or certain conditions are met.

In some embodiments, metaverse platform 120 may be configured to takeany metadata that may be integrated in a database associated withmetaverse platform 120 and may reproduce that asset or metadata insidemetaverse platform 120. Through the rendering of metadata, users mayhave the ability to choose which assets may be represented in the mediaoutput. Such functionality may provide users with the ability to chooseany asset they own or have access to and, in real-time, have that assetrender inside a three-dimensional environment, such as a metaverseenvironment. Once the asset is rendered, metaverse platform 120 may pullskeletal data of the user in a frame and animate the chosen avatar inreal-time or near real-time.

FIG. 6A illustrates an exemplary avatar 600 with accessory 602,accessory 604, and accessory 606, according to example embodiments. Asshown avatar 600 may be based on base character avatar 300 discussedabove in conjunction with FIG. 3 .

Avatar 600 may include a plurality of accessories 602-606 associatedtherewith. As shown, avatar 600 may include accessory 602 correspondingto a glasses accessory, accessory 604 corresponding to a pantsaccessory, and accessory 606 correspond to a boots accessory. Each ofaccessory 602-606 may be represented as its own respective accessorytoken. Such accessories 602-606 may be rendered on the base avatar. Forexample, such accessories 602-606 may be rendered on the base avatar,locally, on user device 102.

FIG. 6B illustrates an exemplary avatar 650 with accessory 652,accessory 654, and accessory 656, according to example embodiments. Asshown avatar 650 may be based on base character avatar 300 discussedabove in conjunction with FIG. 3 .

Avatar 650 may include a plurality of accessories 652-656 associatedtherewith. As shown, avatar 650 may include accessory 652 correspondingto a jacket accessory, accessory 654 corresponding to a pants accessory,and accessory 656 correspond to a boots accessory. Each of accessory652-656 may be represented as its own respective accessory token. Suchaccessories 652-656 may be rendered on the base avatar. For example,such accessories 652-656 may be rendered on the base avatar, locally, onuser device 102.

Similar to the above, as those skilled in the art understand, suchavatars 600 and 650 may be used outside of a metaverse environment. Forexample, a user can user their avatar 600 or 650 on other platforms,such as, but not limited to, a video game environment (e.g., a customcharacter in a game).

FIG. 7 is a block diagram 700 illustrating server system 104, accordingto example embodiments. As shown, block diagram 700 may illustratecomponents of server system 104 involved in monitoring digital contentfor a trigger event.

Monitoring module 704 may be configured to monitor a user's digitalcontent to determine when a trigger event 702 occurs. As provided above,a trigger event may be associated with a buying, selling, ortransferring of token 512 corresponding to the digital content. In someembodiments, monitoring module 704 may be configured to monitor theuser's digital content within the metaverse environment. In someembodiments, monitoring module 704 may be configured to monitor theuser's digital content in one or more non-fungible token marketplaces108.

Responsive to identifying event 702, monitoring module 704 may retrievethe corresponding token 512 from storage location 208. Broadcast module214 may then be configured to broadcast or write token 512 to blockchain122. In some embodiments, broadcast module 214 may directly write token512 to blockchain 122. For example, in some embodiments, broadcastmodule 214 may deploy token 512 on Ethereum Mainnet. Once deployed,token 512 may be bridged off Ethereum Mainnet to cheaper L2s. Suchbridging may make it easier for users to interact directly from an L2.

Once the avatar image is minted, token 512 may be provided back to userdevice 102 for storage in the user's wallet 116. In some embodiments,token 512 may be temporarily held or controlled by an entity associatedwith server system 104. For example, token 512 may initially be deployedfrom and owned by the entity, thus allowing a development team to retaincontrol until token 512 is transferred from a wallet associated withserver system 104 (e.g., Gnosis Multisig) to a wallet 116 of the user.Once stored in the user's wallet 116, the user can transfer token 512 tothe buyer.

Monitoring module 704 may further be configured to monitor a user'scontent to determine when to reward the user with additional points. Asreferenced above, the user's content may be displayed on the user'sprofile within metaverse environment 124 and/or one or more non-fungibletoken marketplaces 108. Other users may interact with the user'scontent. Certain activities or interactions can be rewarded with ahigher score, ad points, and/or metaverse tokens. Engagements such aslikes, shares, views/plays, and comments can create a financialincentive for the user to create content.

In some embodiments, engagements with the user's content may berepresented on the blockchain. For example, interactions with socialcontent, such as, but not limited to, likes, shares, and views may berepresented on the blockchain.

In some embodiments, interactions with social content may be representedon the blockchain by attaching a transaction to those interactions. Insome embodiments, a system where interactions are ported to theblockchain automatically or manually on a preset basis may be used. Insome embodiments, the interactions may be ported in a bulk transaction,with all interactions that have happened within computing environment100 over the past period. In some embodiments, the interactions may betokenized in real-time or near real-time. Within this structure, the gasfees associated with the transaction representations on the blockchaincould be pushed to an entity associated with server system 104 or to theusers. In some embodiments, there may be a threshold for how manyinteractions should occur for a transaction to be triggered.

In some embodiments, monitoring module 704 may update the metadataassociated with the user's content to reflect updated scores. Forexample, as recited above, the metadata file may include variousattributes associated with the token to which the metadata is linked. Insome embodiments, part of the attributes may include the score for thedigital content. Monitoring module 704 may update the metadata file instorage location 208 without affecting the linked token.

FIG. 8 illustrates an exemplary graphical user interface (GUI) 800,according to example embodiments. GUI 800 may include digital content802. As shown, digital content 802 may include the user's avatar 804with accessory 806. Accessory 806 may be representative of a sword thatis rendered with avatar 804.

Via GUI 800, other users may perform one or more actions that mayprovide the user with a higher score for their post. For example, a usercan like or love digital content 802 via graphical element 807 or sharethe user's post via panel 808. As shown in panel 808, a user may sharedigital content 802 to a variety of sources that include, but are notlimited to, other individuals via text message, other users withinmetaverse environment 124, Facebook messenger, Facebook, WhatsApp, andthe like. Additionally, in some embodiments, users may be able to savedigital content 802 via graphical element 810.

FIG. 9A is a block diagram illustrating server system 104, according toexample embodiments. As shown, block diagram may illustrate componentsof server system 104 involved in indexing events occurring withinmetaverse environment 124, according to example embodiments.

As shown, monitoring module 704 may be configured to monitor a user'sdigital content 903 in order to index interactions 901 associated withdigital content 903. Example interactions with digital content 903 mayinclude, but are not limited to, liking, commenting, sharing, etc. theuser's digital content. In some embodiments, monitoring module 704 maybe configured to record each interaction 901 in association with a token512 corresponding to the digital content. In some embodiments, recordingeach interaction 901 in association with a token corresponding todigital content 903 may include monitoring module 704 updating ametadata file 902 associated with token 512. For example, monitoringmodule 704 may update metadata file 902 stored in storage location 208.

In some embodiments, monitoring module 704 may perform such indexing inreal-time or near real-time on an interaction-by-interaction basis. Insome embodiments, monitoring module 704 may perform batch processing ofmultiple interactions periodically throughout the day.

Such indexing may be useful, for example, when transferring ownership oftoken 512 between users. For example, assume that token 512 correspondsto a social media post that includes a thousand likes and a hundredcomments. When an owner of token 512 transfers ownership of token 512 toa buyer, indexing of interactions may allow for the transfer of theinteractions with token 512. Thus, all likes, comments, or otherinteractions stored in association with token 512 may be transferred tothe buyer.

FIG. 9B is a block diagram illustrating server system 104, according toexample embodiments. As shown, block diagram may illustrate componentsof server system 104 involved in indexing events occurring withinmetaverse environment 124, according to example embodiments.

As shown, monitoring module 704 may be configured to monitor a user'sdigital content 903 in order to index interactions 901 associated withdigital content 903. Example interactions with digital content 903 mayinclude, but are not limited to, liking, commenting, sharing, etc. theuser's digital content. In some embodiments, monitoring module 704 maybe configured to record each interaction 901 in association with a token512 corresponding to the digital content. In some embodiments, recordingeach interaction 901 in association with a token corresponding todigital content 903 may tokenization module 210 generating a token 950or immutable record corresponding to each interaction 901. Broadcastmodule 214 may broadcast token 950 to blockchain 122. In someembodiments, broadcast module 214 may create a link between token 512and token 950.

FIG. 10A is a block diagram illustrating interaction between a Web2environment 1000 and a Web3 environment 1050, according to exampleembodiments. As shown, monitoring module 704 may sit logically betweenWeb2 environment 1000 and Web3 environment 1050.

As discussed above, metaverse platform 120 may be configured to hostmetaverse environment 124 in which a user may generate social mediaposts and in which other users may interact with (e.g., comment, like,etc.) the generated social media posts. As those skilled in the artunderstand, a user of the metaverse environment may link their metaverseaccount (e.g., Web3 account) with their associated non-metaverseaccounts (e.g., Web2 accounts). Example Web2 accounts may include, butare not limited to, Instagram, Twitter, TikTok, Facebook, SoundCloud,Medium, and the like.

When such linkage occurs, monitoring module 704 may be configured tomonitor the user's Web2 accounts (e.g., Web2 Account 1002), such thatmonitoring module 704 may port over the user's Web2 posts and/orinteractions. For example, upon a user linking their Instagram accountwith their metaverse account, monitoring module 704 may be configured toindex and port over the user's Instagram posts. Using a more specificexample, assume that a user has a post (e.g., Web2 post 1004) inInstagram. Monitoring module 704 may identify Web2 post 1004 and all ofWeb2 post's 1004 interactions 1006 (e.g., likes, comments, shares).Monitoring module 704 may cause metaverse platform 120 to generate atoken 1040 corresponding to the user's Instagram post, as discussedabove in conjunction with FIG. 7 . Similar to the process discussedabove, monitoring module 704 may store a representation of the user'sInstagram post in storage location 208. Monitoring module 704 may thengenerate a token 1040 based on the user's Instagram post. Such token1040 may thus exist as a social media post in metaverse environment 124.

In some embodiments, monitoring module 704 may further index eachinteraction 1006 associated with the Instagram post. For example,monitoring module 704 may be configured to identify and save eachinteraction 1006 in association with token 1040. In some embodiments,such process may include monitoring module 704 updating a metadata fileassociated with token 1040 (e.g., stored in storage location 208) toinclude each interaction. In such embodiments, monitoring module 704 mayeffectively port over Web2 post's 1004 interactions 1006 from Web2environment 1000 to Web3 environment 1050.

In some embodiments, monitoring module 704 may be further configured tocontinually or periodically monitor Web2 post 1004 to continue theindexing process. For example, monitoring module 704 may continually orperiodically Web2 post 1004 to update token's 1040 metadata file withnew interactions. In this manner, any interaction with Web2 post 1004may be indexed in storage location 208 such that the user may becredited with those interactions in the Web3 version of the social mediapost.

FIG. 10B is a block diagram illustrating interaction between a Web2environment 1000 and a Web3 environment 1050, according to exampleembodiments. Similar to the process discussed above in conjunction withFIG. 10A, monitoring module 704 may further be configured to monitor auser's Web3 posts, such that monitoring module 704 may index and portover the user's Web3 posts and/or interactions into Web2 environment1000. For example, as shown, a user may create a social media post 1082in Web3 environment 1050. As discussed above in conjunction with FIGS. 2, metaverse platform 120 may generate a token (e.g., token 512)associated with social media post 1082. Similarly, as discussed above inconjunction with FIG. 7 , monitoring module 704 may monitor social mediapost 1082 to index interactions 1084 with social media post 1082.

In some embodiments, upon a user linking their Web2 account with theirWeb3 account, monitoring module 704 may also be configured to port overthe user's Web3 posts (e.g., social media post 1082) into Web2environment 1000. Continuing with the above example, monitoring module704 may identify social media post 1082 and interactions 1084 (e.g.,likes, comments, shares). Monitoring module 704 may generate a Web2 post1086 corresponding to social media post 1082 and may cause Web2 post1086 to exist in Web2 environment 1000.

In this manner, monitoring module 704 may facilitate seamlessintegration between social media posts existing in Web2 environment 1000and social media posts existing in Web3 environment 1050.

FIG. 11A is a block diagram illustrating a computing environment 1100,according to example embodiments. As shown, computing environment 1100may include a Web2 environment 1100 and a Web3 environment 1150,according to example embodiments. As shown, monitoring module 704 maysit logically between Web2 environment 1100 and Web3 environment 1150.

Web3 environment 1150 may include a post 1102 generated by a user inmetaverse environment 124. In some embodiments, post 1102 may include aWeb2 counterpart existing in Web2 environment 1100. As discussed abovein conjunction with FIG. 2 , when a user goes through the process oftokenizing a social media post, metaverse platform 120 may create awatermark to include in the social media post. As shown, post 1102 mayinclude associated watermark 1104. In this manner, unauthorized uses ofthe social media post can be tracked. Monitoring module 704 may beconfigured to scour or scan Web3 environment 1150 and Web2 environment1100 to identify any posts that include the watermark unique to post1102. If, for example, monitoring module 704 identifies a re-post 1110or unauthorized post that includes watermark 1104, monitoring module 704may attribute any interactions with the re-post or unauthorized postback to post 1102, similar to the indexing process discussed above inconjunction with FIGS. 9A-10B. In some embodiments, monitoring module704 may notify owner of post 1102 of the re-post or unauthorized use.

FIG. 11B is a block diagram illustrating a computing environment 1100,according to example embodiments. As shown, computing environment 1100may include a Web2 environment 1100 and a Web3 environment 1150,according to example embodiments. As shown, monitoring module 1154 maysit logically between Web2 environment 1100 and Web3 environment 1150.

Web3 environment 1150 may include a post 1162 generated by a user inmetaverse environment 124. In some embodiments, post 1162 may include aWeb2 counterpart existing in Web2 environment 1100. Rather than utilizethe watermarking approach discussed above in conjunction with FIG. 2 andFIG. 11A, in some embodiments, monitoring module 1154 may include animage recognition module 1156. Image recognition module 1156 may berepresentative of one or more computer vision or artificial intelligencetechniques for identifying reposts or un-authorized posts of post 1162.In this manner, unauthorized uses of the social media post can betracked using computer vision and/or artificial intelligence technology.For example, monitoring module 1154 may be configured to scour or scanWeb3 environment 1150 and Web2 environment 1100 to identify any poststhat may be similar to or derivatives of post 1162. If, for example,monitoring module 1154 identifies a re-post or unauthorized post 1110that is similar to or a derivative of post 1162, monitoring module 1154may attribute any interactions with the re-post or unauthorized post1164 back to post 1162, similar to the indexing process discussed abovein conjunction with FIGS. 9A-10B.

FIG. 12 is a block diagram illustrating a computing environment 1202interacting with server system 104, according to example embodiments. Asdiscussed above, a user's avatar may be used outside of metaverseenvironment 124, such as in different metaverse environments ornon-metaverse environments. For example, a user can user their avatar onother platforms, such as, but not limited to, a video game environment(e.g., a custom character in a game), a streaming service, and the like.For example, a user may use their avatar as a drop-in replacement forthemselves in a video conference, stream, live render, etc.

When a user wishes to user their avatar in computing environment 1202(e.g., another metaverse environment or non-metaverse environment),computing environment 1202 may identify a three-dimensional model orbase avatar that is usable in or compatible with computing environment1202. In some embodiments, the selected three-dimensional model or baseavatar may be of a file type that is compatible with computingenvironment 1202. In some embodiments, server system 104 may rig theavatar in accordance with the requirements of computing environment1202. In some embodiments, a user may indicate certain metadata and/oraccessories to follow their avatar to computing environment 1202. Forexample, As discussed above, metadata 1204 may define the customizableportions of the user's avatar, i.e., those customizations that make theuser's avatar unique to the user. The user may customize their avatarfor use in computing environment 1202 by adjusting the customizableportions of their avatar (e.g., gender, body type, and/or skin tone) orexporting it with accessories usable in computing environment 1202. Inthis manner, server system 104 may provide computing environment 1202with the customizations, as well as the three-dimensional model or baseavatar.

Using a specific example, if computing environment 1202 is Minecraft orSandbox, server system 104 may identify a three-dimensional model orbase avatar that is of a file type compatible with the Minecraftenvironment or Sandbox environment. In some embodiments, server system104 may further rig the avatar in accordance with the requirements ofthe Minecraft environment or Sandbox environment, such that the avatarmay be usable (i.e., its movements are able to be controlled by theuser) and appear native to its intended environment. In this manner, theuser can use their avatar or avatar accessories across differentmetaverse environments or non-metaverse environments.

Using another example, a user may connect their y00 ts non-fungibletoken (NFT) to metaverse environment 124. These NFTs are representedboth on Solana, a layer-1 blockchain, and Polygon, a layer-2 blockchain.By doing so, they can showcase their unique y00 t within the virtualspace, allowing individuals to interact as and embody their y00 t avatarregardless of which blockchain they utilize. Another example couldinvolve a user connecting their digital artwork NFT, such as a piecefrom the Beeple collection, to metaverse environment 124. Onceconnected, the user may display their artwork within a virtual gallery,allowing other users to appreciate the art and potentially engage indiscussions about it. They may also interact or collaborate with theartist/painting in real-time. A user might own a virtual real estate NFTwithin a different metaverse, such as Decentraland. They could connecttheir virtual property to the metaverse environment 124, creating abridge between the two metaverse platforms and allowing for easiernavigation and interaction between them. They may view that virtual realestate as their unique identity while using out technology to view andinteract with the property in real time. A user may connect theirvirtual fashion NFTs, like digital sneakers or apparel, to metaverseenvironment 124. By doing so, their avatar within the metaverse can wearthe unique digital clothing, showcasing their style and potentiallyattracting attention from other users. A user might have an NFTrepresenting a famous car, such as a limited-edition virtualLamborghini. They could connect this NFT to metaverse environment 124and use the car as a means of transportation within the virtual space,adding another layer of interactivity and personalization. They may alsobe able to bring the car into a virtual space and paint it, interact, ordrive it using their avatar and our motion capture. A user could connecttheir NFT ticket for a virtual concert or event to metaverse environment124. By doing so, they can attend the event within the metaverseplatform and interact with other attendees, while also porting theirdigital identity or other NFTs into the environment, creating a moreimmersive and engaging experience. In some cases, a user may own an NFTrepresenting a unique virtual pet or creature, like an Axie from AxieInfinity. They can connect this NFT to metaverse environment 124,allowing them to interact with their pet, train it, or even engage inbattles or competitions with other users' pets. By providing users withthe ability to connect various types of NFTs to metaverse environment124, metaverse platform 120 enhances the overall user experience andencourages cross-chain or cross-metaverse interaction and collaboration.

As those skilled in the art understand, the reverse process is alsopossible. In some embodiments, a user could take their non-nativenon-fungible tokens into metaverse environment 124. For example, a usermay connect their non-fungible token to metaverse environment 124 suchthat their non-fungible token may be utilized within metaverseenvironment 124. Using a more specific example, a user may utilize theirBored Ape non-fungible token with metaverse environment 124. Thus, inthis manner, metaverse platform 120 may provide users with cross-chainor cross-metaverse functionality.

FIG. 13 is a flow diagram illustrating a method 1300 of minting digitalcontent, according to example embodiments. Method 1300 may begin at step1302.

At step 1302, metaverse platform 120 may identify an avatar tokenassociated with a user. In some embodiments, the avatar token may bepre-generated by metaverse platform 120 and transferred to the user. Forexample, metaverse platform 120 may be configured to generate aplurality of avatar tokens to assign to users of the platform. Metaverseplatform 120 may transfer or assign ownership of the avatar tokens froman entity associated with server system 104 to the users.

In some embodiments, metaverse platform 120 may identify an avatar tokenresponsive to receiving an avatar image from user device 102. Forexample, as described above in conjunction with FIG. 2 , a user device102 may upload or provide metaverse platform 120 with an avatar imageindicative of an avatar of the user. Based on the avatar image and ametadata file corresponding to the avatar image, metaverse platform 120may tokenize the avatar image provided. For example, tokenization module210 may generate a smart contract based on the avatar image. In someembodiments, the smart contract may be representative of an ERC721token. Metaverse platform 120 may broadcast or write the avatar token toblockchain 122. Once broadcast or written to blockchain 122, the avatartoken may be provided to user device 102 for storage in the user'scryptographic wallet.

At step 1304, metaverse platform may receive a request to mint digitalcontent within metaverse environment 124. For example, metaverseplatform 120 may receive the digital content and metadata informationcorresponding to the digital content from user device 102. Uponreceiving the digital content, metaverse platform 120 may store thedigital content at a network accessible location. Upon storing thedigital content in storage location 208, metaverse platform 120 maygenerate or receive a URL indicating the storage location of the digitalcontent. Metaverse platform 120 may provide the URL of the digitalcontent to the user of user device 102. The user may use the URL of thedigital content to generate a metadata file corresponding to the digitalcontent.

The digital content produced by the user may include the user's avatar.For example, a user may utilize AR software 114 to generate a video orimage of the user and replace the representation of the user in thevideo or image with the user's avatar or insert the user's avatar intothe video or image. In order to link the user's avatar token with thedigital content, the metadata file may further include the URIcorresponding to the tokenized avatar.

At step 1306, metaverse platform 120 may generate a digital contenttoken corresponding to the digital content. For example, metaverseplatform 120 may generate a smart contract based on the digital contentand the avatar token. In some embodiments, the smart contract mayfurther be based on any indicated accessories in the request. In someembodiments, the smart contract may be representative of an ERC721token. In some embodiments, the smart contract may be representative ofan ERC1155 token. The smart contract may include, for example, a URIcorresponding to token 512, the URL that identifies a storage locationof the digital content in storage location 208, and the URL thatidentifies a storage location of the metadata file corresponding to thedigital content. In some embodiments, the smart contract may furtherinclude a URI corresponding to token 212, the URL that identifies astorage location of the avatar image in storage location 208, and theURL that identifies a storage location of the metadata filecorresponding to the avatar image. In some embodiments, the smartcontract may further include a URI corresponding to token 412, the URLthat identifies a storage location of the accessory image in storagelocation 208, and the URL that identifies a storage location of themetadata file corresponding to the accessory image.

At step 1308, metaverse platform 120 may host the digital content withinmetaverse environment 124. In some embodiments, in addition to hostingthe digital content within metaverse environment 124, metaverse platform120 may further facilitate the hosting of the digital content via one ormore social media applications and/or non-fungible token marketplaces108.

At step 1310, metaverse platform 120 may detect an interaction with thedigital content. As provided above, in some embodiments, a user'sdigital content token may not be written or broadcast to blockchain 122until a user interacts (e.g., buys, sells, or transfers) with thedigital content token. In other words, the tokenization referred abovein step 1306 may be a “gasless” mint. Accordingly, metaverse platform120 may monitor the digital content to determine when a trigger occursthat warrants writing the digital content token to blockchain 122. Insome embodiments, metaverse platform 120 may monitor the digital contentwithin the metaverse environment 124. In some embodiments, metaverseplatform 120 may monitor the digital content in one or more non-fungibletoken marketplaces 108.

At step 1312, metaverse platform 120 may write the digital content tokento blockchain 122 based on detecting the interaction. Responsive toidentifying the interaction, metaverse platform 120 may retrieve thecorresponding digital content token 512 from storage. Metaverse platform120 may then broadcast or write the digital content token to blockchain122. In some embodiments, metaverse platform 120 may directly writetoken 512 to blockchain 122.

FIG. 14 illustrates an example graphical user interface (GUI) 1400,according to example embodiments. GUI 1400 may illustrate a screencapture of user device 102, when user device 102 is utilizing full bodymode of AR software 114. In such embodiments, artificial intelligencemodule 115 may identify a plurality of anchor points on the user's body.In this manner, AR software 114 may be able to capture the hands andrest of the user's body more accurately.

FIG. 15 illustrates an example graphical user interface (GUI) 1500,according to example embodiments. GUI 1500 may illustrate a screencapture of user device 102, when user device 102 is utilizing selfiemode of AR software 114. In such embodiments, artificial intelligencemodule 115 may identify a subset of anchor points from a plurality ofanchor points on the user's body. For example, because AR software 114is in selfie mode, artificial intelligence module 115 may ignore certainanchor points, such as those associated with the user's hands and restof their body. In this manner, AR software 114 may be able to capturethe hands and rest of the user's body more accurately. In this manner,artificial intelligence module 115 may instruct AR software 114 to focusprimarily on face anchor points of the user.

FIG. 18 is flow diagram illustrating a method 1800 of generating digitalcontent, according to example embodiments. Method 1800 may begin at step1802.

At step 1802, client device 102 may capture markerless motion data of auser. In some embodiments, client device 102 may utilize a camera 119 ofclient device 102. In some embodiments, client device 102 may utilizeone or more other sensors that may be available to client device 102.Exemplary sensors may include, but are not limited to, Light Detectionand Ranging (LIDAR) sensors, Time-of-Flight (ToF), infrared cameras,lasers, flood illuminator, proximity sensors, and dot projectors.

In some embodiments, capturing markerless motion data of the user mayinclude client device 102 capturing multiple sets of data, depending onthe distance between the user and camera 119. For example, as discussedabove in conjunction with FIG. 1 , AR software 114 may be configuredsuch that, when user device 102 is in close range of the user (e.g.,when the user's face fills up a threshold percentage of the screen),artificial intelligence module 115 may be configured to lock the chestof the user to the bottom of the screen. Once the user's body is lockedin, AR software 114 may then prioritize focusing on the face and handsof the user, instead of searching for the rest of the user's body. Insome embodiments, rather than locking the user's body, there may be asmooth transition when the user moves from close range to far range orvice versa.

Accordingly, when the user is within a threshold distance of camera 119(e.g., in selfie mode), AR software 114 may capture a first portion ofthe markerless motion data of the user. The first portion of themarkerless motion data of the user may include a first plurality ofpoints of the user to focus on. For example, the first plurality ofpoints may include more detailed points of the user's face.

When the user is outside of the threshold distance of camera 119 (e.g.,full body mode), AR software 114 may capture a second portion of themarkerless motion data of the user. The second portion of the markerlessmotion data of the user may include a second plurality of points of theuser to focus on. For example, the second plurality of points mayinclude points associated with the user's full body (e.g., arms, legs,hands, fingers, etc.). In some embodiments, AR software 114 may ignoreor disregard a portion of the first plurality of points captured whenthe user is within the threshold distance of camera 119. In other words,in selfie mode, the user may be able to open and close their mouth andeyes, smile, or frown; but in full body mode, the user may not be ableto make as many facial expressions as they otherwise would in selfiemode because AR software 114 may focus less on processing data points onthe user's face in order to capture the hands and rest of the user'sbody more accurately.

At step 1804, client device 102 may retarget the first plurality ofpoints and the second plurality of points to a three-dimensional modelof an avatar associated with the user. As discussed above, a user mayhave an avatar token that uniquely identifies the user. Client device102 may identify the user's avatar based on the user's avatar tokenstored in wallet 116. Once the user's avatar is identified and/orverified, client device 102 may retarget the first plurality of pointsand the second plurality of points to the avatar, such that thethree-dimensional model of the avatar is animated. In some embodiments,the animation may be performed in real-time or near real-time.

At step 1806, client device 102 may render a video of the animation. Insome embodiments, client device 102 may render the video of theanimation local to the computing system. In some embodiments, clientdevice 102 may cause server system 104 to remotely render the video ofthe animation. Such online/offline process may allow the user to view apreview of the video, while server system 104 may generate a higherquality version of the video.

At step 1808, client device 102 may cause server system 104 to generatea non-fungible token of the video. For example, client device 102 maycause server system 104 to generate a token, as discussed above inconjunction with FIG. 5 .

FIG. 16A illustrates an architecture of system bus computing system1600, according to example embodiments. One or more components of system1600 may be in electrical communication with each other using a bus1605. System 1600 may include a processor (e.g., one or more CPUs, GPUsor other types of processors) 1610 and a system bus 1605 that couplesvarious system components including the system memory 1615, such as readonly memory (ROM) 1620 and random access memory (RAM) 1625, to processor1610. System 1600 can include a cache of high-speed memory connecteddirectly with, in close proximity to, or integrated as part of processor1610. System 1600 can copy data from memory 1615 and/or storage device1630 to cache 1612 for quick access by processor 1610. In this way,cache 1612 may provide a performance boost that avoids processor 1610delays while waiting for data. These and other modules can control or beconfigured to control processor 1610 to perform various actions. Othersystem memory 1615 may be available for use as well. Memory 1615 mayinclude multiple different types of memory with different performancecharacteristics. Processor 1610 may be representative of a singleprocessor or multiple processors. Processor 1610 can include one or moreof a general purpose processor or a hardware module or software module,such as service 1 1632, service 2 1634, and service 3 1636 stored instorage device 1630, configured to control processor 1610, as well as aspecial-purpose processor where software instructions are incorporatedinto the actual processor design. Processor 1610 may essentially be acompletely self-contained computing system, containing multiple cores orprocessors, a bus, memory controller, cache, etc. A multi-core processormay be symmetric or asymmetric.

To enable user interaction with the system 1600, an input device 1645can be any number of input mechanisms, such as a microphone for speech,a touch-sensitive screen for gesture or graphical input, keyboard,mouse, motion input, speech and so forth. An output device 1635 (e.g., adisplay) can also be one or more of a number of output mechanisms knownto those of skill in the art. In some instances, multimodal systems canenable a user to provide multiple types of input to communicate withsystem 1600. Communication interface 1640 can generally govern andmanage the user input and system output. There is no restriction onoperating on any particular hardware arrangement and therefore the basicfeatures here may easily be substituted for improved hardware orfirmware arrangements as they are developed.

Storage device 1630 may be a non-volatile memory and can be a hard diskor other type of computer readable media that can store data that areaccessible by a computer, such as magnetic cassettes, flash memorycards, solid state memory devices, digital versatile disks, cartridges,random access memories (RAMs) 1625, read only memory (ROM) 1620, andhybrids thereof.

Storage device 1630 can include services 1632, 1634, and 1636 forcontrolling the processor 1610. Other hardware or software modules arecontemplated. Storage device 1630 can be connected to system bus 1605.In one aspect, a hardware module that performs a particular function caninclude the software component stored in a computer-readable medium inconnection with the necessary hardware components, such as processor1610, bus 1605, output device 1635 (e.g., a display), and so forth, tocarry out the function.

FIG. 16B illustrates a computer system 1650 having a chipsetarchitecture, according to example embodiments. Computer system 1650 maybe an example of computer hardware, software, and firmware that can beused to implement the disclosed technology. System 1650 can include oneor more processors 1655, representative of any number of physicallyand/or logically distinct resources capable of executing software,firmware, and hardware configured to perform identified computations.One or more processors 1655 can communicate with a chipset 1660 that cancontrol input to and output from one or more processors 1655. In thisexample, chipset 1660 outputs information to output 1665, such as adisplay, and can read and write information to storage device 1670,which can include magnetic media, and solid-state media, for example.Chipset 1660 can also read data from and write data to storage device1675 (e.g., RAM). A bridge 1680 for interfacing with a variety of userinterface components 1685 can be provided for interfacing with chipset1660. Such user interface components 1685 can include a keyboard, amicrophone, touch detection and processing circuitry, a pointing device,such as a mouse, and so on. In general, inputs to system 1650 can comefrom any of a variety of sources, machine generated and/or humangenerated.

Chipset 1660 can also interface with one or more communicationinterfaces 1690 that can have different physical interfaces. Suchcommunication interfaces can include interfaces for wired and wirelesslocal area networks, for broadband wireless networks, as well aspersonal area networks. Some applications of the methods for generating,displaying, and using the GUI disclosed herein can include receivingordered datasets over the physical interface or be generated by themachine itself by one or more processors 1655 analyzing data stored instorage device 1670 or 1675. Further, the machine can receive inputsfrom a user through user interface components 1685 and executeappropriate functions, such as browsing functions by interpreting theseinputs using one or more processors 1655.

It can be appreciated that example systems 1600 and 1650 can have morethan one processor 1610 or be part of a group or cluster of computingdevices networked together to provide greater processing capability.

While the foregoing is directed to embodiments described herein, otherand further embodiments may be devised without departing from the basicscope thereof. For example, aspects of the present disclosure may beimplemented in hardware or software or a combination of hardware andsoftware. One embodiment described herein may be implemented as aprogram product for use with a computer system. The program(s) of theprogram product define functions of the embodiments (including themethods described herein) and can be contained on a variety ofcomputer-readable storage media. Illustrative computer-readable storagemedia include, but are not limited to: (i) non-writable storage media(e.g., read-only memory (ROM) devices within a computer, such as CD-ROMdisks readably by a CD-ROM drive, flash memory, ROM chips, or any typeof solid-state non-volatile memory) on which information is permanentlystored; and (ii) writable storage media (e.g., floppy disks within adiskette drive or hard-disk drive or any type of solid staterandom-access memory) on which alterable information is stored. Suchcomputer-readable storage media, when carrying computer-readableinstructions that direct the functions of the disclosed embodiments, areembodiments of the present disclosure.

It will be appreciated to those skilled in the art that the precedingexamples are exemplary and not limiting. It is intended that allpermutations, enhancements, equivalents, and improvements thereto areapparent to those skilled in the art upon a reading of the specificationand a study of the drawings are included within the true spirit andscope of the present disclosure. It is therefore intended that thefollowing appended claims include all such modifications, permutations,and equivalents as fall within the true spirit and scope of theseteachings.

The invention claimed is:
 1. A method comprising: capturing, by a cameraof a computing system, markerless motion data of a user performing amovement, the capturing comprising: capturing a first portion of themarkerless motion data of the user, wherein the first portion of themarkerless motion data of the user is captured within a thresholddistance of the camera, the capturing comprising identifying a firstplurality of points of the user to focus on, and capturing a secondportion of the markerless motion data of the user, wherein the secondportion of the markerless motion data of the user is capture outside thethreshold distance of the camera, the capturing comprising identifying asecond plurality of points of the user to focus on, wherein the firstplurality of points includes at least one point not included in thesecond plurality of points and wherein the second plurality of pointsincludes at least one point not included in the first plurality ofpoints; retargeting, by the computing system, the first plurality ofpoints and the second plurality of points to a three-dimensional modelof an avatar associated with the user, wherein the avatar is associatedwith an identity non-fungible token that uniquely represents the useracross Web2 environments and Web3 environments, and wherein retargetingthe first plurality of points and the second plurality of pointsanimates the three-dimensional model of the avatar to perform themovement performed by the user as the user performs the movement inreal-time; in real-time, locally rendering, by the computing system, avideo comprising the markerless motion data of the user retargeted tothe three-dimensional model of the avatar causing hands, face, and bodyof the avatar to be animated in real-time; and causing, by the computingsystem, a non-fungible token to be generated, the non-fungible tokenuniquely identifying ownership of the video.
 2. The method of claim 1,further comprising: causing, by the computing system, a remote server togenerate a second video remote from the computing system, the secondvideo having a higher quality than the video rendered local to thecomputing system.
 3. The method of claim 2, wherein causing, by thecomputing system, the non- fungible token to be generated comprises:causing the remote server to generate the non-fungible token thatuniquely identifies the second video.
 4. The method of claim 1, furthercomprising: detecting a change in distance between the user and thecamera, wherein the change in distance is from being within thethreshold distance of the camera and being outside of the thresholddistance of the camera; and smoothly transitioning between capturing thefirst plurality of points and the second plurality of points.
 5. Themethod of claim 1, wherein the first plurality of points comprises afirst set of points of the user's face.
 6. The method of claim 5,wherein the second plurality of points comprises a second set of pointsof the user's face and a third set of points of the user's full body,wherein the second set of points does not include at least one point inthe first set of points.
 7. The method of claim 1, further comprising:merging, by the computing system, the first plurality of points and thesecond plurality of points.
 8. A non-transitory computer readable mediumcomprising one or more sequences of instructions, which, when executedby a processor, causes a computing system to perform operationscomprising: capturing, by a camera of the computing system, markerlessmotion data of a user performing a movement, the capturing comprising:capturing a first portion of the markerless motion data of the user,wherein the first portion of the markerless motion data of the user iscaptured within a threshold distance of the camera, the capturingcomprising identifying a first plurality of points of the user to focuson, and capturing a second portion of the markerless motion data of theuser, wherein the second portion of the markerless motion data of theuser is capture outside the threshold distance of the camera, thecapturing comprising identifying a second plurality of points of theuser to focus on, wherein the first plurality of points includes atleast one point not included in the second plurality of points andwherein the second plurality of points includes at least one point notincluded in the first plurality of points; retargeting, by the computingsystem, the first plurality of points and the second plurality of pointsto a three-dimensional model of an avatar associated with the user,wherein the avatar is associated with an identity non-fungible tokenthat uniquely represents the user across Web2 environments and Web3environments, and wherein retargeting the first plurality of points andthe second plurality of points animates the three-dimensional model ofthe avatar to perform the movement performed by the user as the userperforms the movement in real-time; in real-time, locally rendering, bythe computing system, a video comprising the markerless motion data ofthe user retargeted to the three-dimensional model of the avatar causinghands, face, and body of the avatar to be animated in real-time; andcausing, by the computing system, a non-fungible token to be generated,the non-fungible token uniquely identifying ownership of the video. 9.The non-transitory computer readable medium of claim 8, furthercomprising: causing, by the computing system, a remote server togenerate a second video remote from the computing system, the secondvideo having a higher quality than the video rendered local to thecomputing system.
 10. The non-transitory computer readable medium ofclaim 9, wherein causing, by the computing system, the non-fungibletoken to be generated comprises: causing the remote server to generatethe non-fungible token that uniquely identifies the second video. 11.The non-transitory computer readable medium of claim 8, furthercomprising: detecting a change in distance between the user and thecamera, wherein the change in distance is from being within thethreshold distance of the camera and being outside of the thresholddistance of the camera; and smoothly transitioning between capturing thefirst plurality of points and the second plurality of points.
 12. Thenon-transitory computer readable medium of claim 8, wherein the firstplurality of points comprises a first set of points of the user's face.13. The non-transitory computer readable medium of claim 12, wherein thesecond plurality of points comprises a second set of points of theuser's face and a third set of points of the user's full body, whereinthe second set of points does not include at least one point in thefirst set of points.
 14. The non-transitory computer readable medium ofclaim 8, further comprising: merging, by the computing system, the firstplurality of points and the second plurality of points.
 15. A systemcomprising: a processor; and a memory having programming instructionsstored thereon, which, when executed by the processor, causes the systemto perform operations comprising: capturing, by a camera, markerlessmotion data of a user performing a movement, the capturing comprising:capturing a first portion of the markerless motion data of the user,wherein the first portion of the markerless motion data of the user iscaptured within a threshold distance of the camera, the capturingcomprising identifying a first plurality of points of the user to focuson, and capturing a second portion of the markerless motion data of theuser, wherein the second portion of the markerless motion data of theuser is capture outside the threshold distance of the camera, thecapturing comprising identifying a second plurality of points of theuser to focus on, wherein the first plurality of points includes atleast one point not included in the second plurality of points andwherein the second plurality of points includes at least one point notincluded in the first plurality of points; retargeting the firstplurality of points and the second plurality of points to a three-dimensional model of an avatar associated with the user, wherein theavatar is associated with an identity non-fungible token that uniquelyrepresents the user across Web2 environments and Web3 environments, andwherein retargeting the first plurality of points and the secondplurality of points animates the three-dimensional model of the avatarto perform the movement performed by the user as the user performs themovement in real-time; in real-time, locally rendering a videocomprising the markerless motion data of the user retargeted to thethree-dimensional model of the avatar causing hands, face, and body ofthe avatar to be animated in real-time; and causing a non-fungible tokento be generated, the non-fungible token uniquely identifying ownershipof the video.
 16. The system of claim 15, further comprising: causing aremote server to generate a second video remote from the system, thesecond video having a higher quality than the locally rendered video.17. The system of claim 16, wherein causing the non-fungible token to begenerated comprises: causing the remote server to generate thenon-fungible token that uniquely identifies the second video.
 18. Thesystem of claim 15, further comprising: detecting a change in distancebetween the user and the camera, wherein the change in distance is frombeing within the threshold distance of the camera and being outside ofthe threshold distance of the camera; and smoothly transitioning betweencapturing the first plurality of points and the second plurality ofpoints.
 19. The system of claim 15, wherein the first plurality ofpoints comprises a first set of points of the user's face.
 20. Thesystem of claim 19, wherein the second plurality of points comprises asecond set of points of the user's face and a third set of points of theuser's full body, wherein the second set of points does not include atleast one point in the first set of points.